View Full Version : SF Sentry Gun *UPDATE*
CrAKiNShOt
06-10-2001, 08:18 AM
Nearly finished now...
added a back arm... this is basically for Level 3 stuff and the level 1 gun....
Level1 = 1 Laser on back arm...
Level2 = 2 lasers on the side arms...
level3 = 2 lasers on the side arms and Aditional turret on back arm
Crome ('ish) base...
http://www.powpublish.com/crakin/SF/SentryGun_Level_2_update_01.jpg
A different Base (I was just messin around but I think its okay...)
http://www.powpublish.com/crakin/SF/SentryGun_Level_2_update_02.jpg
oh and this is shown with red team instead of the green of the last post... :)
Chimera
06-10-2001, 12:51 PM
Man, that's some tight stuff dude. Bye the way, what prog did you use to make the skin. It's not really my area, Proton is more of our skinner, but I'd like to play around a little anyway.
Keep up the good work!
CrAKiNShOt
06-10-2001, 02:27 PM
I use adobe photoshop with eyecandy4000 and xenoflex plugin's...
just have loads and loads of different layers with differenct effects...
like the background... just do render>>clouds
then for a simple metal you can add noise then do crosshatch... and there ya go easy metal.... just play around with teh filters and you can make some cool stuff....
toastar
06-10-2001, 03:11 PM
Wow! My urge for SF just got 50% better. That's a great job skinning. Imaging that with the guns attached :).
I can't wait to see more of these models.
I'm seeing a Serious Fortress map, with turrets defending each base, a destroyed, apocalyptic futuresque world on the brink of the destruction, protected only for the vast mines of ore it's battered crust still maintains - and a lovely fountain in the center.
nocool
06-10-2001, 05:27 PM
!> Wow <!, makes TFC's turrets seem a bit pap :)
Have you tried adding noise then using motion blur to give metal effects, or do u find crosshatch better?
CrAKiNShOt
06-10-2001, 07:02 PM
some times I use croshatch.. I aint use motion blur before I usally do puffy clouds (xenoflex plug) then do glass.. (if I want crome I then do crome scetch...)
angled strokes it probably my favoite though.... nice stratched metal...
gray > noise filter > angled strokes filter....
CrAKiNShOt
06-10-2001, 07:07 PM
oh yeah..... :)
just me messin....
"
SENTRY GUARD 3000!
THE ULTIMATE IN HOME DEFENCE....
"
http://www.powpublish.com/crakin/SF/SG_Power.jpg
Earthling
06-11-2001, 05:21 AM
The legs are too weak! It looks like it would break when you jump on it!
CrAKiNShOt
06-11-2001, 06:41 AM
I didnt thing I was going for realism......
Neather is SS.... for example:
naturally you ARE going to see head less men screaming and running towayrd you.... :)
I'll sort it out when I do the model... I have got the laser gun in with the main base skin.... so I can use the space for make metter legs.... :)
Entroper
06-11-2001, 08:52 AM
I dunno, the whole base looks pretty good to me. I didn't think it was flimsy, I thought it was rather menacing in an interesting futuristic sort of way.
CrAKiNShOt
06-11-2001, 09:40 AM
well I got a cool idea for when it either starts up or shuts down... the legs could go in /out and lift the gun into place... or lower it if shutting down.... but I could do it so that not all of them do it at the same time... dat would make a nice animation....
Earthling
06-11-2001, 11:01 AM
Well then, at least small "toes" at the end of the legs...
Entroper
06-11-2001, 12:52 PM
OK, I see what you're saying. If it just had like small 'feet' maybe to give it more area to sit on. Don't worry about the legs animation, I think it'll need to start up too quickly for that.
CrAKiNShOt
06-11-2001, 01:28 PM
yeah I'll add some feet in...
and ya your right aswell... it needs to start up fast... :)
GoatFeathers
06-11-2001, 01:44 PM
An off line animation would be good. *For example, if an enemy engineer hit it with the EMP pistol, have the sentry gun point down and stop making noise. *That would make it easy for everyone to know that the sentry gun is down.
MasterEvilAce
06-11-2001, 04:56 PM
Yea, GREAT SGs..
This is really gonna be a good mod;
Just as long as you keep the same game play in it..
Other games fail because they were either TOO much like the original.. (Which SF seems to do a good job not doing)
or it has too many new features that don't go along with gameplay at ALL..
Like if you had 2forts.. but a teleporter in each base.. to get to the other..
that is an example of something that would kill a game
CrAKiNShOt
06-11-2001, 06:04 PM
yeah.... well the hole reason for ctf and TF is to cross a "no mans land" into the opositions base.... :)
teleporter would be useles.... and crap....
MasterEvilAce
06-11-2001, 06:55 PM
i didn't say add it..
i am giving an example
like a game that was being made, one guy took over and added useless crap that DEFEATED gameplay.. do the whole project crashed..
that goes along with converting a mod from one game to another.. you just gotta make sure you don't overstep what the game is .. Really.. About
Entroper
06-11-2001, 08:41 PM
A lot of the ideas we've got should make SF closer to what Team Fortress is really about than Team Fortress is. :) I think the scoring will really motivate people to COMPLETE THE OBJECTIVE, rather than just DMing. And rather than adding features to 'force' teamplay like having an 'officer' class that improves the aim of allies near him, we've tried to make it harder for one man to complete the objective by himself. Hopefully this will frustrate DMers just enough to make them work together, and not so much that they dislike the mod. :) But to be honest, if you don't like teamplay, then I think everyone is happier if you don't play teamplay-oriented mods, including us, you, and the rest of the players who like teamplay. :)
MasterEvilAce
06-11-2001, 10:35 PM
YES!
You are CORRECT! Sir!
CrAKiNShOt
06-12-2001, 10:19 AM
LOL... Atease Private...
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